Road To Reconcilitaion

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CCC-CENTRIC 01-02

ROAD TO RECONCILIATION
CREDITS ABOUT THE AUTHOR

Lead Designer: Noah Grand Noah Grand (he/they) is a social scientist and
Original Concept: Jemma Hooper, Michael Balin
statistician by day, adventure writer and editor by
Editing: Ian Stamford night. They have written adventures for
conventions across the Western United States, PAX
Cartography: Noah Grand Unplugged, Australia, and leading online

Layout: Noah Grand
conventions. They also write supplements
designed to help DMs add more diversity to the
All art used under free commercial license from DMsGuild. game, including being a writer/editor on the best-
selling anthology Friends, Foes, and Other Fine Folks.
D&D Adventurers League Guildmaster: Chris Lindsay

D&D Adventurers League Wizards Team: Adam Lee, Chris
Lindsay, Mike Mearls, Matt Sernett

D&D Adventurers League Administrators: Alan Patrick,
Travis Woodall, Claire Hoffman, Greg Marks, Amy Lynn
Dzura, LaTia Jacquise, Ma’at Crook


Playtesters: Eliza Hains, Stewart Horne, Travis Ritt, Joel
Curnow























DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

ADVENTURE PRIMER OVERVIEW


“Who overcomes by force, hath overcome but half
The adventure’s story is spread over three
his foe.”
parts and takes approximately two hours to
– John Milton, Paradise Lost. play. The adventure begins with a Call to Action
scene. It also contains two optional bonus
This adventure is designed for three to seven objectives—each taking an additional hour to
1st-4th level characters and is optimized for play.
five characters with an average party level
(APL) of 3. Characters outside this level range • Call to Action: Bystanders. When an innocent
cannot participate in this adventure. merchant limps in to Phlan, Hakira hires
This adventure occurs in Phlan and The Ride. adventurers to resolve the conflict.
• Part 1: Rescuers. Characters track down the
BACKGROUND Eraka camp and Algreth’s Caravan, rescuing
both abductees. This is Story Objective A.
ALGRETH KOLWYN, a successful merchant out
• Part 2: Victory Party. Now that the party has
of Phlan, sought to establish new trade routes
both kidnapping victims, they can track down
with the miners of THE RIDE, a relatively
the hag who instigated the conflict. This is
uncivilised area to the north. His caravan
Story Objective B.
crossed through lands of the ERAKA clan. As
• Bonus Objective A: Family Honour. Sluwaine
the clan debated whether to wage war with yet
asks the adventurers to help expel Lasva for
another outsider, a young warrior named
working with a hag. This bonus objective is
LASVA seized the initiative to try and win clan
found in Appendix 1.
leadership. She heard the outsiders bring magic,
• Bonus Objective B: Crisis of Leadership.
so she turned to the only magic-user she ever
Jereth conspires to remove his father from
met, a hag named GLUM JODI SMOKESHIFTER.
power before he causes more problems. This
Jodi had already heard stories of the Eraka
bonus objective is found in Appendix 2.
clan, particularly chieftain TARVEL BASHAR’s
power and popularity. The jealous hag was
eager to spread discord, so she agreed to aid
ADVENTURE HOOKS
Lasva. All she needed was a drop of Lasva’s BLACK FIST CAPTAIN HAKIRA MYIXI has
blood and a larger bodily sacrifice from the contacted adventurers to put a stop to the
Kolwyn family to complete the ritual. Lasva conflict. The question is “why did they say yes?”
abducted JERETH KOLWYN five days ago as he Owed a Favour. Characters with a criminal or
rode away from his family’s guard during a mercenary background, or otherwise looking
hunting trip. for adventuring work, agreed to prioritise
Tarvel did not authorise the attack, and Hakira’s jobs to avoid Black Fist harassment.
dispatched her precocious daughter SLUWAINE Mercantile Connections. Guild artisans,
BASHAR to guard Jereth. As the two young nobles, and others looking to make coin know
adults bonded, they started to realise the Phlan’s merchants will appreciate anyone
legends of a hag were true; she was resolving the conflict.
orchestrating the conflict! Sluwaine rode off Preventing War. The Eraka are equally
alone to investigate. Meanwhile, Algreth turned known for their honour and fearsome raiding.
to Jodi for help rescuing his son. The night hag Anyone who has been to Phlan before would
demanded blood from a Bashar, so Algreth’s know their behavior is unusual, suggesting
mercenaries abducted Sluwaine. Having pushed bigger problems.
both sides to war, Jodi can sit back and watch
the misery unfold. Humanoids will offer more
and more to make it stop – even their souls!

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 3

EPISODE FLOWCHART
This section provides a basic understanding of not only the flow of the episode, but also the outline of the
different paths that your players may take in reaching their stated objective.


3 B

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 4

CALL TO ACTION: BYSTANDERS


Estimated Duration: 10 minutes

Merchant Thurkam Hammerstone gathers from any character paying too much attention
market goers to hear a dire warning. the Eraka to his severed beard.
tribe has declared an open hunt on all caravans What Do They Know? Thurkam knows about
until they find the chieftain’s daughter the most recent attack and the Eraka tribe’s last
Sluwaine Bashar. Enough is enough. Black known location, while Hakira knows some of
Fist Captain Hakira Myixi calls in a favour the history of the feud between the Eraka and
from adventurers to bring both sides to peace. Algreth’s caravan.
AREA INFORMATION • The Eraka rarely raid Phlan or the mines –
Terrain. A guard station in one of Phlan’s horses and mountains don’t mix! However,
bigger markets. Adventurers may have been Algreth’s trade routes to the north of the
shopping when Thurkam made a big scene. Dragonspine Mountains cut through Eraka
They may have been looking for a job. A territory, so they attacked.
misunderstanding may have caused Hakira to • Sluwaine rode to Phlan two days after Jereth
intervene on their behalf. was captured to say the Eraka chief Tarvel did
Lighting. The midday sun beats down on a not authorise initial hostilities. She’s telling
lovely autumn day. the truth, but Hakira does not believe her.
Sounds and Smells. The market is packed as • A year ago, Algreth stabbed a halfling
Phlan’s residents celebrate the best weather in merchant named Finnian Greenbottle,
weeks. Most people are shopping, but groups of because he thought Finnian was cheating him.
young revellers are renewing old friendships He’s developed quite the reputation for
and anxiously hoping to form new ones. violence when bribery doesn’t work.
Hakira asks the party to rescue both Jereth and
A dwarf staggers in to the market. While he
Sluwaine, using them to help negotiate a cease-
survived, a blade severed the right side of his
fire. Once the party agrees to the deal, they can
magnificent beard. “This means…war!” As the
strategise which rescue to attempt first.
dwarf shouts, a bronze dragonborn in Black Fist
The Black Fist captain shares everything she
armour springs through the crowd, shouting for knows, to resolve the conflict once and for all.
aid. “Not a full war” she says. “We need However, she does not know that a night hag
adventurers!” named Glum Jodi Smokeshifter is pulling the
strings. Players learn this twist after their first
CREATURES/NPCS rescue. Some parties want to immediately
Thurkam Hammerstone, a male dwarf, only pursue Jodi, which is much more challenging.
cares about the Eraka greataxe that cut off part
of his magnificent beard. Hakira Myixi, the CALL TO ACTION
dragonborn Black Fist captain, stares down The objective of this adventure is to rescue both
anyone urging full warfare or refusing to help. Sluwaine and Jereth, then get Jodi to stop
Objectives/Goals. Hakira wants the fighting manipulating both sides into a conflict.
to stop, because it makes people in the city
nervous. Adventurers who just want to save TREASURE & REWARDS
lives are cheaper than hiring full mercenary Thurkam gives the party a spell scroll of locate
companies to protect each caravan indefinitely. animals or plants. It can’t locate his shorn beard,
A successful DC 11 Wisdom (Insight) check so why keep it?
confirms she isn’t holding anything back.
Thurkam feels duty-bound to share what he
saw before collapsing in bed. He turns away

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 5

PART 1: RESCUERS (STORY OBJECTIVE A)


Estimated Duration: 80 minutes

SETTING DESCRIPTION 1. DON’T SPLIT THE PARTY!


In this episode, the characters must find the Hakira warns the party that the second rescue
Eraka camp to rescue Jereth and fight through will be harder than the first, no matter what
monsters to find Sluwaine. they do. With that in mind, characters must
choose whether to rescue Jereth or Sluwaine
PREREQUISITES first.
Characters have completed the Call to Action.
AREA INFORMATION
STORY OBJECTIVE A Dimensions & Terrain. The party is still in
Characters need to rescue both abductees. Phlan’s large marketplace from the Call to
The two young adults can be rescued in either Action.
order.
CREATURES/NPCS
BONUS OBJECTIVES A AND B Hakira shares everything she knows.
Algreth and Lasva each made separate deals Unfortunately, she isn’t entirely sure where the
with Jodi the night hag. Episode 3 is a final Eraka are currently located.
confrontation with the hag. Bonus objectives Objectives/Goals. Hakira suggests it may be
ask the PCs to undermine Algreth and Lasva, easier to track the Eraka now, before they move
the two people making deals with Jodi. again. Algreth isn’t moving from his mountain
encampment.
An Overland Travel Sandbox What Does She Know? It may be difficult to
Episode 2 has two main paths: try to rescue Jereth and take one kidnapping victim on the other rescue.
then Sluwaine, or try to rescue Sluwaine and then Hakira knows of a nearby Black Fist outpost
Jereth. Pursuing Jereth first leads to a wider range of that can offer temporary shelter and a safe
roleplay opportunities, while pursuing Sluwaine first place to rest.
emphasises combat a bit more. Tarvel Bashar and her Eraka clan were last
In theory, players would attempt both rescues seen in the plains north of Phlan and east of the
before trying to confront either abductor (the bonus Dragonspine Mountains, but characters will
objectives) or Jodi, the hag orchestrating everything. need to find the nomadic tribe. Following their
However, players often pursue their own paths as new tracks will not be enough to gain ground.
opportunities and threats present themselves. Algreth thinks he has bought Hakira’s loyalty,
• DMs who prefer a linear plot are recommended to so he told the guard captain that he moved his
have the first rescued abductee play up the caravan to an abandoned Dragon Cult outpost
imminent threat to the other abductee, resolving all at the foot of the Dragonspine Mountains.
of Part 1 before moving on. Dangerous creatures live in the area. Algreth
• DMs who prefer a sandbox can insert Bonus hopes this will ward off future Eraka raids.
Objectives anywhere, even interrupting Part 1 and
adjusting the briefing scene for continuity. Give the BORROWED ITEMS
party a long rest somewhere, and a short rest if they Hakira lets each character borrow a riding
pursue any of the Bonus Objectives. horse. Neither can be kept after this adventure.
• In settings where time is limited, like conventions, Give players at least one copy of Player
consider running the Bonus Objectives after players Handout 1, which includes game statistics for
defeat Jodi. Algreth and Lasva are still threats to the horse.
long-term peace in the area, even without Jodi’s
fiendish assistance.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 6

2. CHASING SHADOWS (PURSUING JERETH)


Following the Eraka raiding party’s winding STAYING ON THE PATH
path is inefficient. The party must find As characters ride to the north and north-west
information and overcome Jodi’s attempts to of Phlan, they come across patches of unusually
obscure the trail. tall, dying grass and sudden rainstorms that
make navigation difficult. Characters must
PREREQUISITES make a group DC 12 Wisdom (Survival) check.
Adventurers are starting to pursue the Eraka. Rangers with grassland as their Favoured
AREA INFORMATION Terrain roll at advantage. On a success, they
Adventurers start by making their way along maintain their bearings through the storm and
the Stojanow River, following the few tracks arrive an hour earlier than expected.
that Algreth hopes to turn in to a more Anyone succeeding a DC 11 Intelligence
established road going north-west from Phlan (Arcana or Nature) check realises these
to The Ride. Gentle grassy hills turn more phenomena suggest magical interference of
treacherous as the party gets near the eastern some kind. Characters succeeding by 5 or more
edge of the Dragonspine Mountains. recognise some of the off-putting misery and
creepiness of hag magic.
ASKING FOR DIRECTIONS
Eraka raiding parties take notoriously winding TREACHEROUS PASS
paths as they forage for food and look for As characters get close to the Eraka camp, they
targets to pillage. A well-equipped party of see a rock-slide has caved in a good portion of
adventurers could take a more direct path and the trail in front of them. Jodi blocked the pass,
catch the raiding party at their camp, but only if and mimics the sound of howling wolves to
they know where the Eraka would like to camp. spook the party’s horses.
Each character must choose one of two Clear a Path. A successful DC 15 Strength
options for this group check, succeeding a DC (Athletics) check clears the path. The party can
12 check with the appropriate skill. Splitting only attempt one roll before Jodi springs her
the party between tasks is recommended. trap. A second character proficient in Athletics
can use the Help action to grant advantage.
• Research. Ask players what type of research Guide the Horses. If the party fails the
they want their characters to do. Examples Athletics check, Jodi unleashes the sound of
include looking for maps (Investigation), wolves to spook the party’s horses. Each
reading stories of old battles (History), or character must attempt a DC 12 Wisdom
surveying the environment (Nature). (Animal Handling) check. On a success, they
• Carousing. Three members of the Welcomers channel the horse’s fear to get to the camp more
– Phlan’s thieves guild – are back from a quickly. On a failure, the character is thrown
smuggling “caravan” trip to Zhentil Keep. from their horse, who bolts in to the distance.
Clever adventurers could persuade them that
their work will be safer once adventurers deal ARRIVING AT THE ERAKA CAMP
with the Eraka. A successful DC 12 Charisma Regardless of what players roll, their characters
(Persuasion or Deception) check is enough to eventually make their way to the Eraka camp.
get the location of the nearest Eraka camp. • Go to Scene 3 if the party pursued the Eraka
Adventurers with the Criminal or Folk Hero first. Otherwise go to Scene 4.
background have advantage. • Unless the party succeeded on all three of the
If the party gets at least as many successes as three skill checks to save time, their
failures, they speed their journey by an hour. opponents had extra time to prepare.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 7

3. PROVING HONOUR 4. HONOURING THE FALLEN


If the adventurers came to the Eraka camp first, While adventurers dealt with Algreth, Jodi
they see mounting frustration. Tarvel Bashar murdered an Eraka raiding party that went
plans a trial by combat to relieve stress. looking for her. They returned as undead!

PREREQUISITES PREREQUISITES
Characters pursued the Eraka first. Characters resolved Algreth’s Caravan.

AREA INFORMATION AREA INFORMATION


Dimensions & Terrain. A sprawling cluster of Dimensions & Terrain. Torn canvas, blood
tents with hitching posts hammered into the stains, and the corpses of two horses are the
dirt to keep horses from running away. only signs that the Eraka ever camped here.
Lighting. Moonlight. Lighting. Shadows shift in eerie moonlight.
Sounds. Rhythmic drumming and chanting.
CHARACTERS/NPCS
CHARACTERS/NPCS Fresh tracks show the Eraka moved camp
Tarvel Bashar (human female) sits on her within the hour. Three ghouls shamble around
horse, looking down at three dozen tribal the camp, dressed in furs and tribal tattoos.
warriors, the majority of whom are also human Objectives/Goals. Jodi’s foul magic left the
females. She has tattoos of spears and wild ghouls unable to distinguish friend from foe.
horses down both arms. Three warriors with What Do They Know? Jodi cursed them
red tears painted on their faces – Lasva, before death. They turned on each other
Brenna (berserker) and Brigil (thug) – Terrified Mounts! Hakira’s horses have never
approach the adventurers. been in combat and have the frightened
Objectives/Goals. Brenna and Brigil are both condition. It takes an action to remove this
loyal to Lasva, but attack hesitant adventurers. condition with a successful DC 13 Wisdom
Tarvel hopes the adventurers can humble (Animal Handling) check or suitable magic.
Lasva’s followers in the Bucking Stallion – a
rite of initiation via non-lethal combat among Adjusting This Scene
the Eraka. Here are some suggestions for adjusting this scene,
What Do They Know? Tarvel wants to release according to your group.
Jereth, but Lasva’s faction would grow stronger.
Any outsiders joining the Eraka initiation • Very Weak: Replace all ghouls with three zombies.
strengthen Tarvel, even if they lose. • Weak: Remove one ghoul. Add two zombies.
If the party was delayed, they have entered a • Strong: Remove one ghoul. Add two ghasts.
battle trance, rolling initiative at advantage. • Very Strong: Replace all ghouls with four ghasts.

THE HORSES RISE TOO?


Adjusting This Scene If the party did not succeed all three skill checks
Here are some suggestions for adjusting this scene, in Scene 2, the two dead horses have also risen
according to the average level of the two characters from the grave as warhorse skeletons!
participating in the Bucking Stallion.
• Very Weak: Brenna and Brigil are both tribal warriors. Adjusting This Complication
• Weak: Brenna and Brigil are both thugs with 20 hit Here are some suggestions for adjusting this
points. complication, according to your group.
• Average: Brenna has 36 hit points. Brigil has 20 HP.
• Strong and Very Strong: Brenna has 45 hit points. • Very Weak: Replace the warhorse skeletons with
Brigil has 20 HP. zombies.
• Weak: Only add one warhorse skeleton.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 8

5. BARBARIAN NEGOTIATION
As the party feasts with Tarvel and her honour with a passive Perception of 11 or higher
guard, they must stop Lasva from making a final notices her sneaking towards Jereth, ritual bone
attempt to attack Jereth’s and complete the hag dagger in hand. Lasva starts 40 feet away from
ritual. Jereth, who is restrained. If she hits Jereth with
an attack, she succeeds in the ritual, and Jereth
PREREQUISITES provides less help when fighting Jodi.
Characters finished either Scene 3 or 4. Lasva risks injury, but retreats after suffering
AREA INFORMATION 30 damage or if grappled for two rounds. She
Dimensions & Terrain. The largest tent is fears “the Smokeshifter” (Jodi) has made other
used for a dining hall, with makeshift slabs of deals and can be bullied. Two berserkers from
Tarvel’s honour guard interpose themselves as
stone used for tables and logs for chairs.
she flees, to prevent all out war. Tribal custom
CHARACTERS/NPCS is to let cooler heads prevail.
Tarvel Bashar invites the party to feast outside Any character succeeding a DC 13 Dexterity
her tent along with her four person honour (Sleight of Hand) check can grab the dagger
guard (berserkers) and Soren, the tribal from Lasva’s hand. Then she flees.
shaman. Lasva (berserker) waits in the
distance to attack Jereth (spy), the attractive,
SENDING A MESSAGE (LOST BUCKING
slender youngest adult son of the Kolwyn family. STALLION)
Objectives/Goals. Tarvel assumes visitors are Lasva mocks the adventuring party’s chosen
adventurers, here for the captive Jereth contestants and accuses Tarvel of weakening
Kolwyn. She is looking for an excuse to return the tribe. She demands a pound of flesh from
him to safe hands. The honour guard protects Jereth before any talk of releasing him. Tarvel
Tarvel, avoiding killing blows. relents to this demand unless an adventurer
What Does Tarvel Know? Perpetual conflict reminds the honour guard of Lasva’s bullying
with the Kolwyn caravan is not sustainable their chief with a DC 13 Charisma
because the tribe is outnumbered. (Intimidation) check.
Whether Lasva is allowed to cut Jereth’s
SPOILS OF VICTORY cheek or not, a price must be paid for his
If the party has done something on Tarvel’s release. An adventurer who did not participate
behalf already, securing Jereth’s release is easy. in the Bucking Stallion can try to explain why
Won Bucking Stallion. The victors can releasing Jereth is in the tribe’s interests. A
request Jereth’s release as their “prize” for successful DC 12 Charisma (Persuasion) check
winning the trial. Soren explains that if the convinces the other Eraka. On a failure, Tarvel
Eraka were meant to keep Jereth, their demands two horses or a potion of healing as
champions would have won the trial. tribute (faction-donated potions are
Rescued Sluwaine, Killed Undead. Sluwaine acceptable).
may be with the party, or they could accurately
describe her tattoo, as a means of de-escalation. WHAT’S NEXT?
If present, Sluwaine won’t mention the hag yet, If the party has already rescued Sluwaine, they
fearing Lasva’s spies. have completed the secondary objective. Go to
Part 2, or the bonus objectives if you are using
A DESPERATE BARGAIN them. If the party has not rescued Sluwaine yet,
If the adventurers can easily secure Jereth’s go to Scene 6. Either way, they can rest here
release, Lasva knows she has one last chance to unless they tried to fight Tarvel.
fulfill her deal with Jodi the night hag. Anyone

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 9

6. DINNER IS SERVED 7. REAP WHAT YOU SEW


(PURSUING SLUWAINE) Algreth is in the middle of a ritual to slice off
As the party goes through a narrow pass one of Sluwaine’s arm tattoos as an offering to
towards Algreth’s hideout in the Dragonspine the night hag when characters arrive. Guards
Mountains, monsters attack them. shout a warning as other humanoids approach.

PREREQUISITES AREA INFORMATION


Adventurers are pursuing Algreth’s caravan. Terrain. An abandoned stone Dragon Cult
outpost lies in disrepair.
AREA INFORMATION
Dimensions & Terrain. A 20 foot wide CHARACTERS/NPCS
mountain pass stretches for over a quarter mile. Algreth Kolwyn, a portly older human male,
Lighting. The setting sun provides bright wears the finest of blue silks and gaudy gold
light if the party pursued the caravan first. jewellery. He greets adventurers as they
Otherwise this scene takes place in moonlight. approach, flanked by two veterans. Sluwaine
(human female berserker), a muscular
CHARACTERS/NPCS warrior, is manacled to a table in the basement.
Two worgs stand side-by-side blocking the Objectives/Goals. Algreth wants to convince
characters’ path forward, waiting for food. As the adventurers to come back tomorrow. A
combat begins, an ankheg feels hooves and successful DC 12 Wisdom (Insight) check
burrows out of the pass behind the party! suggests Sluwaine is in immediate danger.
Objectives/Goals. All the creatures are very What Does Algreth Know? If players went
hungry. Worgs and ankhegs see each other as here second, the ritual has progressed enough
competitors for a tasty treat, but will focus on that any physical wounds he suffers will be
the humanoids. transferred to Sluwaine’s body.
What Do They Know? Worgs know ankhegs
have a funny aftertaste and try to stay away if FREEING SLUWAINE
possible. Allow players to improvise with the following
guidelines. Let them try one plan if another fails.
Stealth. While some talk to Algreth, other
Adjusting This Scene characters can sneak downstairs with a
Here are some suggestions for adjusting this scene, successful DC 12 Dexterity (Stealth) check. They
according to your group. can attempt one DC 15 Dexterity (Thieves’
• Very Weak: Remove the ankheg. Characters fight Tools) check before alerting the guards.
two goblins riding a worg, all entering from the front. Interaction. Characters can convince Algreth
• Weak: The ankheg must spend its first turn using its that finishing the ritual could backfire and hurt
acid breath to get through the mountain pass and him with a successful group DC 12 Charisma
arrive on the battlefield. check using an appropriate skill.
• Strong: Add an ankheg. Combat. Characters must defeat the veterans
• Very Strong: Remove both worgs. Add an ankheg without letting Algreth escape to the basement.
and a manticore. Failure of All Plans. Sluwaine’s left manticore
tattoo is sliced off, empowering the hag in
COMPLICATION: NOT BRED FOR Episode 3. Then Algreth returns her.
BATTLE
Any character trying to use their horse as a WHAT’S NEXT
mount in this combat must succeed a DC 14 If the party has already rescued Jereth, go to
Wisdom (Animal Handling) check or be thrown Part 2, or the bonus objectives. If the party has
off. Uncontrolled horses take the dodge action not rescued Jereth, go to Scene 2.
whenever possible, but do not run away.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 10

PART 2: VICTORY PARTY (STORY OBJECTIVE B)


Estimated Duration: 30 minutes

SETTING DESCRIPTION 1. HAZY MEMORIES


Jereth and Sluwaine are able to use traces of Jereth and Sluwaine explain over dinner at the
Glum Jodi Smokeshifter’s magic left in their Poached Toad what they know about Glum Jodi
blood to have a wizard scry on the hag, Smokeshifter.
pinpointing her location. They offer boons to
offset Jodi’s resistances. CHARACTERS/NPCS
Jereth and Sluwaine brief the characters over
STORY OBJECTIVE B dinner, inviting them to order as well. Anything
Characters need to defeat Glum Jodi the adventurers ask for (within reason) is
Smokeshifter. available.
Objectives/Goals. Jereth and Sluwaine
We Didn’t Go Back to Phlan! bonded over their shared preference for using
Adventurers may decide that at least one of Jodi, Lasva,
intelligence and charisma to solve problems, as
and Algreth is an immediate threat. If you and your opposed to mindless violence. But they agree
table want to use more of a sandbox, DMs are strongly that Jodi is an irredeemable fiend and must be
encouraged to move Scene 1: Hazy Memories to an defeated instead of avoided.
impromptu briefing on horseback. As long as Jereth What Do They Know? The pair prodded their
and Sluwaine convey key information and any boons arrogant captors for bits and pieces of
the party has earned, the rest of the scene information about Jodi. Each captor hoped to
This meeting scene – wherever it takes place – is also share the hag’s power if they followed through
a good place to seed any Bonus Objectives you wish to on their fiendish deals. They both discovered
use. If you are uncertain how much time you have, that Jodi is a night hag, so corrupted by evil that
Jereth and Sluwaine should send the adventurers after she has become a fiend. If they were
the hag first. Try to avoid giving players all the unharmed in Chapter 2, they can offer more
information about Jodi, Lasva and Algreth at the same insight. Otherwise they are too traumatised to
time, because it could be difficult to retain all the recall additional details. They also offer boons,
details. which are helpful for average and higher APL
parties
BONUS OBJECTIVES
Glum Jodi Smokeshifter is an immediate threat. • Lasva told Jereth she would gain Jodi’s
However, Jereth and Sluwaine were able to resistance to mundane weapons. If Jereth was
goad enough information from their captors to unharmed, he offers to let the characters
learn that each one could be a long term borrow his silvered shortsword, which he
problem. Once the hag is eventually defeated, knows will overcome Jodi’s resistance.
Lasva and Algreth may seek out other evil • Algreth coveted the hag’s resistance to
forces to help them try to consolidate power magical effects, like charm spells. If Sluwaine
once more. is able to share this information, she offers a
Jereth and Sluwaine conclude it is better to pair of manticore pendants that will allow
confront Lasva and Algreth now, removing two characters to overcome Jodi’s magic
them from their positions of relative power. resistance.
After spending a few hours enjoying their • If both abductees are uninjured, Sluwaine also
freedom and decompressing from their ordeal, lends the party her silvered battleaxe.
they lay out their plan to deal with Jodi, Lasva, • If both abductees were harmed in Part 1,
and Algreth in quick succession. Jereth lets the party borrow a petrified griffon
talon, which can be wielded as a silver dagger.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 11

2. SLICING THROUGH THE SMOKE


Characters confront Jodi in her lair. Combat is
unavoidable. Playing the Pillars
Here are some suggestions for this encounter:
AREA INFORMATION
• Combat. Jodi assumes brand new adventurers are so
Dimensions & Terrain. A two room cottage,
naïve that they may be willing to sell their souls. She
each 30 feet by 20 feet. Rotting animals and
chooses to do non-lethal damage to level 1
dead tree branches of various sizes litter the characters when possible. At average APL, she is
cottage. See Appendix 3 for a map of the area. both drained from trying to grant power to the
Lighting. Dim light can fill the first room of humans and arrogant, so she tries to use her claw
the cottage while the front door is open. There instead of magic missile whenever possible.
is no light in the cottage itself. • Exploration. Anyone proficient in Arcana or casting
Smells. The sickly sweet aroma of rotten meat detect magic notices nearby tree needles are traps. If
mixes with the musty odor of decaying trees someone tries destroying the cottage, a needle
and plant matter. strikes them for 1d4+1 force damage.
• Social. Female presenting characters can easily taunt
CHARACTERS/NPCS Jodi into attacking them as a free action. They must
Glum Jodi Smokeshifter waits inside to rush succeed a DC 10 Intimidation check using Strength or
adventurers, intimidating them with her Charisma.
overpowering, muscular physique.
Objectives/Goals. Jodi makes no pretense of DEVELOPMENT: ROTTEN SAP TRAP
being hospitable or grandmotherly to try and Jodi set a simple trap while home: a small
beguile humanoids. She despises other women sphere of rotten sap rigged to drop from the
who are able to get power or respect without ceiling when someone opens the door.
resorting to bullying, violence, and hierarchy.
Anyone willing to make a deal should know • Detection & Disarming. A successful DC 13
exactly whom they are dealing with. Other Intelligence (Investigation) check is necessary
visitors are probably hostile and must be killed. to see the trap. Once spotted, it can be
What Does Jodi Know? Algreth and Lasva disarmed with a successful DC 13 Dexterity
unwittingly agreed to let Jodi cast scrying on check using thieves’ tools. The unlocked door
them when making their deals. Jodi knows her can also be flung open with thaumaturgy.
minions have failed. • Trigger & Effects. If someone opens the door
without disarming the trap, the sap drops in
the doorframe. Every creature within 10 feet
Adjusting This Scene must make a DC 12 Constitution on a saving
Here are some suggestions for adjusting this scene, throw. On a failure, they are poisoned and can
according to your group.
repeat the save at the end of the turn to shake
• Very Weak: Jodi uses the statistics of a sea hag with off this condition.
35 HP, but also counts as a fiend. Add one darkling.
Remove the needle traps (see exploration below)
• Weak: Jodi uses the statistics of a green hag with 50
Adjusting This Trap
Here are some suggestions for adjusting this scene,
HP, but also counts as a fiend. Add two darklings.
according to your group.
• Strong: Add two darklings.
• Very Strong: Add four darklings. • Very Weak and Weak: Jodi uses a diluted sap, which
ends after a character’s turn.
• Very Strong: Increase all DCs for the trap by 1.

TREASURE & REWARDS
Algreth offered Jodi some gold. She’d never
spend it, but loved taking what Algreth values.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 12

WRAPPING UP
Now that Glum Jodi Smokeshifter is dead,
Tarvel Bashar agrees to peace with Kolwyn
Caravans. If the party has not attempted Bonus
Objectives A or B, they are free to do so now if
you have enough time left in the session.
If characters completed Bonus Objective B,
Jereth is in charge and the peace seems stable. If
Algreth is in charge, the mood is oddly tense, as
people worry about Algreth’s aggression. Each
side gives the party a gift.
• Tarvel gives each character a custom saddle.
• Jereth, realizing adventurers are often more
comfortable on foot than in the saddle, offers
them Boots of False Tracks.
• If neither Jereth nor Sluwaine was scarred as
part of a hag ritual in Episode 2, characters
gain the Eraka Peacemaker story award. See
Appendix 7. If one of the abductees was
harmed, they notice even a tenday later that
the wound does not fully heal due to the hag’s
foul curse.

TREASURE AND REWARDS


• Saddle of the Cavalier. When this smooth
ankheg shell is placed on a mount it grows
sticky, holding both the saddle and rider in
place. The phrase “words are bolder than
actions” is engraved in Common to help mark
the front of the saddle. See Appendix 6.
• Boots of False Tracks. These fashionable
black leather boots feature intricate silver
stitching, depicting a dragon in flight. A subtle
enchantment woven in to the boots ensures
they never get dirty. See Appendix 6.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 13

REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.

CHARACTER REWARDS DUNGEON MASTER REWARDS
The characters earn the following rewards: For running this adventure, one of your
character gains a level. That character receives
ADVANCEMENT gold based on their tier prior to advancement:
Upon successfully completing this adventure,
each character gains a level. At their discretion, Tier GP Earned
they may choose to decline advancement. 1 80 gp
Remind your players that the amount of gold 2 240 gp
that their characters can earn per level is 3 1,600 gp
limited; declining advancement means that they
4 6,000 gp
may reach a point where they earn no gold.

GOLD You may also complete DM Quests for running
Award each character gold for each hour of the this adventure. See the Adventurers League
session. Adventures typically features cues for Dungeon Master’s Guide for more information.
this, but you can add it where you see fit. The
maximum gold that you can award a character
per hour is determined by their tier, as follows:

Tier Hourly GP Award GP Limit per Level


1 20 gp 80 gp
2 30 gp 240 gp
3 200 gp 1,600 gp
4 750 gp 6,000 gp

MAGIC ITEMS
If found during the adventure, the characters
can keep the following magic items; these items
are described in Appendix 6:
• Saddle of the Cavalier
• Boots of False Tracks
• Spell Scroll of Locate Objects and Plants

STORY AWARDS
During this adventure, the characters may earn
the following story awards, which are described
in Appendix 7:
• Eraka Peacemaker
• Benevolent Takeover

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 14

DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure.

Tarvel Bashar (TAR-vehl buh-SHAR). NG advantage of humans’ greed and willingness to
Human female, high chieftain of the Eraka clan. make obviously evil deals.
Risks losing her leadership position due to her
daughter Sluwaine’s capture. • What They Want. To bring down Tarvel
Bashar and any other powerful woman who
• What They Want. Her daughter’s safe return builds others up in healthy relationships.
and putting down the uprising among her • Know Your Place. “Every relationship should
people. In that order. have the powerful (me) and the subservient
• Pride of Leadership. “All of my people must (you).”
learn to defend themselves. But only my
precious Sluwaine gets to know how I stay in Hakira Myixi (hah-KEY-rah me-ICK-see). LN
the big saddle.” female bronze dragonborn, captain of the Black
Fist. Hires adventurers to rescue abducted
Sluwaine Bashar (slew-WANE buh-SHAR). CN Jereth and Sluwaine.
human female, held prisoner by Algreth.
Dispatched by her mother to represent the tribe • What They Want. An end to the violence. All
in back-channel diplomacy before being laws are important, but preserving life must
captured. come before others.
• Ends and Means. “Whatever it takes to
• What They Want. To convince others to deal prevent bloodshed is worth it. This is my
with the threat of Jodi, Algreth and Lasva. obligation as a dragonborn in a city once
Then running away with Jereth on hijinks- leveled by a dragon.”
filled adventures.
• Bored With Battle. “I’m a great warrior, but Lasva (LUSS-vah). NE human female. A rising
it’s a lot more fun to wink and get people to star of the Eraka tribe who tries to use
fight for me.” “I’m really bad at telling people Sluwaine’s capture to become the new high
how I truly feel when I’m not enraged.” chieftain and lead the Eraka to war.

Algreth Kolwyn (ALL-greth COAL-win). NE • What They Want. To lead the Eraka to glory,
human male, merchant trying to expand in to by raiding and conquering neighbours.
The Ride. Happy to deal with a fiend. • Cull the Herd. “Weak leaders must be
challenged before they kill us all. Tarvel’s
• What They Want. Gold, platinum and gems. diplomacy shows she is until to lead!”
• What Are You Worth? “I place monetary
value on every relationship. Now let’s make a Soren (SORE-en). N non-binary human. A
deal, shall we?” shaman who watches over the tribe’s history,
standing above the fray of any political strife.
Jereth Kolwyn (JER-eth COAL-win). CG human
male, Algreth’s youngest son. Expert rider. • What They Want. To preserve Eraka
traditions.
• What They Want. To be a hero, eventually. • Code of Neutrality. “Balance comes before
But that’s a lot of risk to try without justice. I only deal with issues once others
Sluwaine’s support. bring them to me.”
• Best Left Alone. “I don’t think I can take big
risks, because things always go wrong when
people are watching.”
Glum Jodi Smokeshifter (glum joe-DEE
smoak-shift-err). NE night hag trying to take

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 15

CREATURE STATISTICS
Acolyte Ankheg
Medium humanoid (any race), any alignment Large monstrosity, unaligned
Armor Class 10 Armor Class 14 (natural armor), 11 while prone
Hit Points 9 (2d8) Hit Points 39 (6d10 + 6)
Speed 30 ft. Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

Skills Medicine +4, Religion +2 Senses darkvision 60 ft., tremorsense 60 ft., passive
Senses passive Perception 12 Perception 12
Languages any one language (usually Common) Languages --
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

Spellcasting. The acolyte is a 1st-level spellcaster. Its Actions
spellcasting ability is Wisdom (spell save DC 12, +4 to Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
hit with spell attacks). The acolyte has the following target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6)
cleric spells prepared: acid damage. If the target is a Large or smaller creature,
Cantrips (at will): light, sacred flame, thaumaturgy it is grappled (escape DC 13). Until this grapple ends,
1st level (3 slots): bless, cure wounds, sanctuary the ankheg can bite only the grappled creature and has
advantage on attack rolls to do so.
Actions Acid Spray (Recharge 6). The ankheg spits acid in a line
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one that is 30 ft. long and 5 ft. wide, provided that it has no
target. Hit: 2 (1d4) bludgeoning damage. creature grappled. Each creature in that line must
make a DC 13 Dexterity saving throw, taking 10 (3d6)
acid damage on a failed save, or half as much damage
on a successful one.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 16

Bandit Bandit Captain


Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment
Armor Class 12 (leather armor) Armor Class 15 (studded leather armor)
Hit Points 11 (2d8 + 2) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Senses passive Perception 10 Saving Throws Str +4, Dex +5, Wis +2
Languages any one language (usually Common) Skills Athletics +4, Deception +4
Challenge 1/8 (25 XP) Senses passive Perception 10
Languages any two languages
Actions Challenge 2 (450 XP)
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage. Actions
Multiattack. The captain makes three attacks: two
Light Crossbow. Ranged Weapon Attack: +3 to hit,
with its scimitar and one with its dagger. Or the captain
range 80/320 ft., one target. Hit: 5 (1d8+1) piercing
makes two ranged attacks with its daggers.
damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 80/320 ft., one target. Hit: 5
(1d4+3) piercing damage.

Reactions
Parry. The captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 17

Berserker Darkling
Medium humanoid (any race), any chaotic alignment Small fey, chaotic neutral
Armor Class 13 (hide armor) Armor Class 14 (leather armor)
Hit Points 67 (9d8 + 27) Hit Points 13 (3d6 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) 9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Senses passive Perception 10 Skills Acrobatics +5, Deception +2, Perception +5,
Languages any one language (usually Common) Stealth +7
Challenge 2 (450 XP) Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15
Reckless. At the start of its turn, the berserker can gain Languages Elvish, Sylvan
advantage on all melee weapon attack rolls during that Challenge 1/2 (100 XP)
turn, but attack rolls against it have advantage until the
start of its next turn. Death Flash. When the darkling dies, non-magical light
flashes out from it in a 10-foot radius as its body and
Actions possessions, other than metal or magic objects, burn to
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., ash. Any creature in that area and able to see the
one target. Hit: 9 (1d12+3) slashing damage. bright light must succeed on a DC 10 Constitution
saving throw or be blinded until the end of that
creature’s next turn.
Light Sensitivity. While in bright light, the darkling has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 80/320 ft., one target. Hit: 5
(1d4+3) piercing damage. If the darkling has advantage
on the attack roll, the attack deals an extra 7 (2d6)
piercing damage.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 18

Green Hag Ghast


Medium fey, neutral evil Medium undead, chaotic evil
Armor Class 17 (natural armor) Armor Class 13
Hit Points 82 (11d8 + 33) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Skills Arcana +3, Deception +4, Perception +3, Stealth Damage Resistances necrotic
+3 Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Sylvan Languages Common
Challenge 3 (700 XP) Challenge 2 (450 XP)

Amphibious. The hag can breathe air and water. Stench. Any creature that starts its turn within 5 feet of
the ghast must succeed on a DC 10 Constitution saving
Innate Spellcasting. The hag's innate spellcasting
throw or be poisoned until the start of its next turn. On
ability is Charisma (spell save DC 12). She can innately
a successful saving throw, the creature is immune to
cast the following spells, requiring no material
the ghast's Stench for 24 hours.
components:
Turn Defiance. The ghast and any ghouls within 30 feet
At will: dancing lights, minor illusion, vicious mockery
of it have advantage on saving throws against effects
Mimicry. The hag can mimic animal sounds and that turn undead.
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 14 Wisdom Actions
(Insight) check. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8+3) piercing damage.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) slashing damage. If the target is
target. Hit: 13 (2d8+4) slashing damage.
a creature other than an elf or undead, it must succeed
Illusory Appearance. The hag covers herself and on a DC 10 Constitution saving throw or be paralyzed
anything she is wearing or carrying with a magical for 1 minute. The target can repeat the saving throw at
illusion that makes her look like another creature of the end of each of its turns, ending the effect on itself
her general size and humanoid shape. The illusion ends on a success.
if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear
to have smooth skin, but someone touching her would
feel her rough flesh. Otherwise, a creature must take
an action to visually inspect the illusion and succeed on
a DC 20 Intelligence (Investigation) check to discern
that the hag is disguised.
Invisible Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell).
While invisible, she leaves no physical evidence of her
passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 19

Ghoul Goblin
Medium undead, chaotic evil Small humanoid (goblinoid), neutral evil
Armor Class 12 Armor Class 15 (leather armor, shield)
Hit Points 22 (5d8) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Damage Immunities poison Skills Stealth +6


Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9
Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin
Languages Common Challenge 1/4 (50 XP)
Challenge 1 (200 XP)
Nimble Escape. The goblin can take the Disengage or
Actions Hide action as a bonus action on each of its turns.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6+2) piercing damage. Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 5 (1d6+2) slashing damage.
target. Hit: 7 (2d4+2) slashing damage. If the target is a
creature other than an elf or undead, it must succeed Shortbow. Ranged Weapon Attack: +4 to hit, range
on a DC 10 Constitution saving throw or be paralyzed 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 20

Howling Hatred Priest Manticore


Medium humanoid, neutral evil Large monstrosity, lawful evil
Armor Class 15 (studded leather armor) Armor Class 14 (natural armor)
Hit Points 45 (10d8) Hit Points 68 (8d10 + 24)
Speed 30 ft. Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)

Skills Acrobatics +5, Intimidation +4, Religion +4 Senses darkvision 60 ft., passive Perception 11
Senses passive Perception 10 Languages Common
Languages Auran, Common Challenge 3 (700 XP)
Challenge 2 (450 XP)
Tail Spike Regrowth. The manticore has twenty-four
Hold Breath. The priest can hold its breath for 30 tail spikes. Used spikes regrow when the manticore
minutes. finishes a long rest.
Spellcasting. The priest is a 5th-level spellcaster. Its
Actions
spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). It knows the following sorcerer Multiattack. The manticore makes three attacks: one
spells: with its bite and two with its claws or three with its tail
spikes.
Cantrips (at will): blade ward, gust, light,
prestidigitation, shocking grasp Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
1st level (3 slots): feather fall, shield, witch bolt target. Hit: 7 (1d8+3) piercing damage.
2nd level (3 slots): dust devil, gust of wind Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
3rd level (2 slots): gaseous form target. Hit: 6 (1d6+3) piercing damage.

Actions Tail Spike. Ranged Weapon Attack: +5 to hit, range


100/200 ft., one target. Hit: 7 (1d8+3) piercing damage.
Multiattack. The priest makes two melee attacks or
two ranged attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 80/320 ft., one target. Hit: 5
(1d4+3) piercing damage.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 21

Night Hag this effect reduces the target's hit point maximum to 0,
Medium fiend, neutral evil the target dies, and if the target was evil, its soul is
trapped in the hag's soul bag. The reduction to the
Armor Class 17 (natural armor) target's hit point maximum lasts until removed by
Hit Points 112 (15d8 + 45) the greater restoration spell or similar magic.
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

Skills Deception +7, Insight +6, Perception +6, Stealth


+6
Damage Resistances cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t
silvered
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1800 XP)

Innate Spellcasting. The hag's innate spellcasting
ability is Charisma (spell save DC 14). She can innately
cast the following spells, requiring no material
components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement,
sleep
Magic Resistance. The hag has advantage on saving
throws against spells and other magical effects.

Actions
Claws (Hag Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing
damage.
Change Shape. The hag magically polymorphs into a
Small or Medium female humanoid, or back into her
true form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn't transformed.
She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal
Plane from the Material Plane, or vice versa. To do so,
the hag must have a heartstone in her possession.
Nightmare Haunting (1/day). While on the Ethereal
Plane, the hag magically touches a sleeping humanoid
on the Material Plane. A protection from evil and
good spell cast on the target prevents this contact, as
does a magic circle. As long as the contact persists, the
target has dreadful visions. If these visions last for at
least 1 hour, the target gains no benefit from its rest,
and its hit point maximum is reduced by 5 (1d10). If

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 22

Sea Hag Spy


Medium fey, chaotic evil Medium humanoid (any race), any alignment
Armor Class 14 (natural armor) Armor Class 12
Hit Points 52 (7d8 + 21) Hit Points 27 (6d8)
Speed 30 ft., swim 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Senses darkvision 60 ft., passive Perception 11 Skills Deception +5, Insight +4, Investigation +5,
Languages Aquan, Common, Giant Perception +6, Persuasion +5, Sleight of hand +4,
Challenge 2 (450 XP) Stealth +4
Senses passive Perception 16
Amphibious. The hag can breathe air and water. Languages any two languages
Challenge 1 (200 XP)
Horrific Appearance. Any humanoid that starts its turn

within 30 feet of the hag and can see the hag's true
Cunning Action. On each of its turns, the spy can use a
form must make a DC 11 Wisdom saving throw. On a
bonus action to take the Dash, Disengage, or Hide
failed save, the creature is frightened for 1 minute. A
action.
creature can repeat the saving throw at the end of
each of its turns, with disadvantage if the hag is within Sneak Attack (1/turn). The spy deals an extra 7 (2d6)
line of sight, ending the effect on itself on a success. If damage when it hits a target with a weapon attack and
a creature's saving throw is successful or the effect has advantage on the attack roll, or when the target is
ends for it, the creature is immune to the hag's Horrific within 5 feet of an ally of the spy that isn't
Appearance for the next 24 hours. incapacitated and the spy doesn't have disadvantage
on the attack roll.
Unless the target is surprised or the revelation of the
hag's true form is sudden, the target can avert its eyes
Actions
and avoid making the initial saving throw. Until the
start of its next turn, a creature that averts its eyes has Multiattack. The spy makes two melee attacks.
disadvantage on attack rolls against the hag. Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing damage.
Actions
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing
target. Hit: 10 (2d6+3) slashing damage.
damage.
Death Glare. The hag targets one frightened creature
she can see within 30 feet of her. If the target can see
the hag, it must succeed on a DC 11 Wisdom saving
throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and
anything she is wearing or carrying with a magical
illusion that makes her look like another creature of
her general size and humanoid shape. The illusion ends
if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear
to have smooth skin, but someone touching her would
feel her rough flesh. Otherwise, a creature must take
an action to visually inspect the illusion and succeed on
a DC 16 Intelligence (Investigation) check to discern
that the hag is disguised.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 23

Thug Tribal Warrior


Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any alignment
Armor Class 11 (leather armor) Armor Class 12 (hide armor)
Hit Points 32 (5d8 + 10) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)

Skills Intimidation +2 Senses passive Perception 10


Senses passive Perception 10 Languages any one language
Languages any one language (usually Common) Challenge 1/8 (25 XP)
Challenge 1/2 (100 XP)
Pack Tactics. The warrior has advantage on an attack
Pack Tactics. The thug has advantage on an attack roll roll against a creature if at least one of the warrior’s
against a creature if at least one of the thug's allies is allies is within 5 feet of the creature and the ally
within 5 feet of the creature and the ally isn't incapacitated.
isn't incapacitated.
Actions
Actions Spear. Melee or Ranged Weapon Attack: +3 to hit,
Multiattack. The thug makes two melee attacks. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1)
piercing damage, or 5 (1d8+1) damage if used with two
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
hands to make a melee attack.
target. Hit: 5 (1d6+2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 24

Veteran Warhorse Skeleton


Medium humanoid (any race), any alignment Large undead, lawful evil
Armor Class 17 (splint armor) Armor Class 13 (barding scraps)
Hit Points 58 (9d8 + 18) Hit Points 22 (3d10 + 6)
Speed 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 18 (+4) 12 (+0) 15 (+2) 2 (-4) 8 (-1) 5 (-3)

Skills Athletics +5, Perception +2 Damage Vulnerabilities bludgeoning


Senses passive Perception 12 Damage Immunities poison
Languages any one language (usually Common) Condition Immunities exhaustion, poisoned
Challenge 3 (700 XP) Senses darkvision 60 ft., passive Perception 9
Languages --
Actions Challenge 1/2 (100 XP)
Multiattack. The veteran makes two melee attacks. If
it has a shortsword drawn, it can also make a Actions
shortsword attack. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) bludgeoning damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) slashing damage or 8
(1d10+3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6+3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10+1) piercing
damage.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 25

Worg Zombie
Large monstrosity, neutral evil Medium undead, medium evil
Armor Class 13 (natural armor) Armor Class 8
Hit Points 26 (4d10 + 4) Hit Points 22 (3d8 + 9)
Speed 50 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Skills Perception +4 Saving Throws Wis +0


Senses darkvision 60 ft., passive Perception 14 Damage Immunities poison
Languages Goblin, Worg Condition Immunities poisoned
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 8
Languages --
Keen Hearing and Smell. The worg has advantage on Challenge 1/4 (50 XP)
Wisdom (Perception) checks that rely on hearing or
smell. Undead Fortitude. If damage reduces the zombie to 0
hit points, it must make a Constitution saving throw
Actions with a DC of 5 + the damage taken, unless the damage
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one is radiant or from a critical hit. On a success, the
target. Hit: 10 (2d6+3) piercing damage. If the target is zombie drops to 1 hit point instead.
a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone. Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6+1) bludgeoning damage.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 26

APPENDIX 1: FAMILY HONOUR (BONUS OBJECTIVE A)


Estimated Duration: 60 minutes

SETTING DESCRIPTION 1. FIRST IMPRESSIONS


Once Jereth and Sluwaine are rescued, they Jereth and Sluwaine reveal they became friends
know enough about Glum Jodi Smokeshifter while Jereth was held at the Eraka camp. They
and her minions for a final confrontation (Part agree to remove Lasva, the person who
2). However, the two young leaders-in-training kidnapped Jereth to seal a deal with a hag, from
want to forge a lasting accord between their any kind of power.
cultures by removing bad influences. In this
bonus objective, they ask for the adventurers’ CHARACTERS/NPCS
help in removing Lasva from the Eraka tribe. Jereth is the attractive, slender youngest son of
the Kolwyn family. Sluwaine Bashar is more
PREREQUISITES muscular, wearing traveler’s clothes with the
This Bonus Objective cannot be completed until sleeves cut off to show tattoos of manticores on
both Jereth and Sluwaine are rescued at the end each arm. Both are in their early 20s.
of Part 1. DMs are free to run it before or after Objectives/Goals. Sluwaine can’t stand
completing Part 2 with few changes. (DMs Lasva’s bullying and attempts to establish
favouring a strictly linear experience may dominance through constant confrontation. She
prefer running the Bonus Objectives after wants to use Jereth’s abduction as a sign of
dispatching Glum Jodi Smokeshifter.) disloyalty and rationale for banishing Lasva.
The briefing in Scene 1: First Impressions can However, it would be best to avoid violence, to
be moved to another meal, teatime, or a maintain the tribe’s cohesion.
discussion from horseback as needed to ensure Jereth doesn’t care about revenge for being
a coherent timeline of events. kidnapped, but he’s very interested in forging a
A Dungeon Master who feels very bond with Sluwaine. She whispered stories of a
comfortable with jumping around in a sandbox wonderful summer she spent side-by-side with
involving Bonus Objectives could allow a former adventurer, hoping this would
characters to investigate Lasva’s tent before encourage Jereth to develop his adventuring
completing Part 1, but Lasva does not return to skills and escape captivity. The pair are aware
camp to complete that scene until Part 1 and of their mutual attraction, but neither has acted
the rest of the Bonus Objective is completed. on it yet.
Bonus Objectives A and B can be completed in What Do They Know? Lasva rose up the
any order. ranks of Eraka warriors through ruthlessness
and intimidation. She’s made many enemies and
BONUS OBJECTIVE A can be forced to leave the tribe:
Characters must find some way to get Lasva and
her faction out of the Eraka tribe. Several • Brenna, a fighter from the Bucking Stallion
options, ranging from getting Lasva’s followers loves her horse. However, Lasva and many of
to defect to killing her, are available to the her followers push their horses to the brink of
players. death. Winning a race could chance Brenna’s
mind.
• Many of the younger Eraka think defeating
Kolwyn’s caravan will be easy. If Jereth can
prove his martial skills, they will back down
• Soren the shaman may be able to confirm
Sluwaine’s claims about Lasva making a deal
with a hag.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 27

2. PICK ME A WINNER 3. PLAY TO YOUR


Brenna from the Bucking Stallion challenges STRENGTHS
adventurers to a race. They need to find the Sluwaine suggests Jereth can win over some of
best horse to have a chance of victory. Lasva’s followers by succeeding on a hunting
AREA INFORMATION trip. However, unless someone in the party can
Terrain. Wide open plains. Brenna doesn’t talk him in to using a bow, he foolishly tries
trust adventurers enough to race in the forest. impressing them by using spears and axes.
Bystanders. Members of the Eraka tribe AREA INFORMATION
loudly cheering for one side or the other. Dimensions & Terrain. A large hunting party
CHARACTERS/NPCS ventures in to the woods to the east of the camp.
Brenna (berserker) is the most accomplished CHARACTERS/NPCS
rider of Lasva’s Red Tears’ faction. She agrees to Sluwaine helps the party and Jereth track some
leave her weapons behind with Wei the deer a few hours outside of Phlan. Osamu (stats
horsemaster if adventurers do the same. of howling hatred priest), a long haired
Objectives/Goals. Brenna has never lost a human male, officiates the hunt and reports
race while riding her jet black stallion back to Lasva.
Shadowflash. She loves how the Red Tears’ Objectives/Goals. A successful hunt can show
confrontational style creates more Jereth is worth including at the negotiation
opportunities for her to win. table. However, the Eraka expect people to
Wei despises most of Lasva’s Red Tears. Lasva prove themselves. Anyone who needs to be
kicked and whipped her horses at every shown how to hunt or fight is unworthy.
opportunity, then blamed Wei for their poor Jereth is desperate to impress, so he tries to
performance. He has been unsuccessful at hunt with Sluwaine’s weapons instead of the
convincing Brenna to leave Lasva’s faction. few he knows how to use effectively.
What Do They Know? A brown mare with What Do They Know? Sluwaine uses a spear
white spots named Freckles is the fastest horse and axe for hunting because she is a relatively
in the camp. Anyone inspecting the horses can poor shot with a bow. Jereth tries to imitate her
pick out Freckles’ aptitude with a successful DC muscular style, despite his lithe build. Anyone
13 Wisdom (Animal Handling) or Intelligence proficient with martial weapons will recognise
(Nature) check. Wei can’t share this information that Jereth is trying to throw way too hard and
unless an adventurer finds a way to talk to him would do better by emphasizing precision.
in private. A good excuse and successful DC 11 Other characters recognise this with a
Charisma (Deception) check convinces other successful DC 12 Wisdom (Perception) check.
Eraka to let Wei speak to the party alone. Sluwaine just shakes her head. If Jereth can’t
DEVELOPMENT: THE RACE learn to switch weapons on his own, he will
Anyone riding Freckles wins the race if they are never adapt to a real battle.
proficient in Animal Handling or pass a DC 10 DEVELOPMENT: STOP WORRYING
Wisdom (Animal Handling) check. Characters Characters must convince Jereth that he doesn’t
riding other horses must make a successful DC need to show off his masculinity by using a
14 Wisdom (Animal Handling) check to beat strength weapon. Roleplay the scene, using a
Brenna and Shadowflash. group DC 12 Charisma (Persuasion) check if
If any adventurer wins the race, Wei feels needed. If the party can’t get Jereth to use a bow,
confident enough to tell Brenna that the other he won’t kill a deer. The Eraka jeer and future
Red Tears mistreat horses. She tearfully scenes will be more difficult.
apologises to Shadowflash, then leaves Lasva.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 28

4. UNNATURAL ORDER
Sluwaine suggests going to Soren the shaman that adventurer’s cheek and the next closest
with their accusation that Lasva made a deal adventurer’s cheek. Each targeted character
with a hag. Lasva arrives, potentially looking for must attempt a DC 13 Dexterity saving throw.
a violent confrontation to clear her name. On a failure they suffer necrotic damage equal
to twice their level and have disadvantage on
PREREQUISITES Charisma checks until they take a rest, as the
Characters must decide how they want to deal hag’s magic pulses from the wound.
with Lasva before starting this scene. Once inside, characters can find other dead
• Non-violent. If they want to try and undercut beetles not native to the area, which contain
Lasva’s power, recruit her followers, exile her, residue from the ward and other hag magic.
etc. they must complete Scenes B and C first. LASVA RETURNS TO CAMP
• Violence. If the party decides Lasva needs to After characters complete their investigation,
be put to death for her evil deeds, skip to Lasva (berserker) returns from her scouting
Lasva Returns to Camp below. mission, flanked by her two most loyal
AREA INFORMATION followers (thugs). Lasva is riding a warhorse
unless characters succeeded at the races in
Dimensions & Terrain. A 50 x 50 outdoor
Scene 2. Osamu (stats of howling hatred
area with tables along the outside.
priest) joins the fight against the foreigners if
CHARACTERS/NPCS Jereth did not prove himself in Scene 3.
Soren, a shaman of Silvanus, wears hides and an Objectives/Goals. Lasva wants to crush any
oak leaf necklace. They watch over the camp, threats to her growing power. If she hasn’t lost
trying to ensure waste does not pile up. any support she attacks immediately. If she
Objectives/Goals. Soren sees themselves as returns to see her power diminished, Lasva
caretaker of the Eraka tribe and its history. The could be bullied in to exile to save her life.
shaman’s role is to guide, to aid, and to heal. What Do They Know? Lasva violated Eraka
Like their predecessors, Soren wants to avoid tradition by making a deal with a hag. Death or
getting involved in power struggles for exile is the traditional punishment.
leadership of the tribe unless someone has
committed a truly evil act. Adjusting the Scene
What Do They Know? Soren healed Jereth Here are some suggestions for adjusting this scene,
after he was captured, because all prisoners are according to your group.
to be treated humanely until the chief carries
out any punishments. The shaman knows • Very Weak: Replace the thugs with bandits. If Osamu
nothing of Lasva’s deal with a hag and requires is present, he casts shield of faith on Lasva but does
not otherwise fight.
evidence beyond Jereth and Sluwaine’s claims.
• Weak: If Osamu is present, he uses acolyte statistics.
INSPECTING LASVA’S TENT • Strong: Lasva uses statistics of a veteran.
The ladybugs along the tent flap are wards. • Very Strong: Lasva is a veteran. Add a veteran.
Characters must actively investigate for traps
and succeed a DC 12 Intelligence (Investigation) NON-VIOLENCE?
check or cast detect magic before entering to Characters can bully Lasva in to exile with a
see them. Grant advantage if the party found the successful group DC 13 Intimidation check
similar ward in Bonus Objective B. They can be using Charisma or Strength. Grant advantage if
safely scraped off the tent with a successful DC they succeeded on all three scenes. Impose
12 Dexterity (Sleight of Hand) check. disadvantage if they failed all three.
If someone walks in to the tent without
scraping off the ladybugs, they burrow inside

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 29

APPENDIX 2: CRISIS OF LEADERSHIP (BONUS OBJECTIVE B)


Estimated Duration: 60 minutes
Once Jereth and Sluwaine are rescued, they If Algreth is imprisoned or exiled, Jereth can
know enough about Glum Jodi Smokeshifter take over Kolwyn’s Caravan and run it in a more
and her minions for a final confrontation humane manner.
(Episode 3). In this bonus objective, they ask
for the adventurers’ help in punishing Algreth • Jereth tries to change the subject and will not
for his crimes and instigating conflict. admit to benefitting personally unless a
character succeeds a DC 12 Charisma check
PREREQUISITES with an appropriate skill. He’s not entirely
This Bonus Objective cannot be started until comfortable with benefitting personally – this
both Jereth is rescued during Episode 2. DMs is why Jereth hasn’t already made a move
favouring a linear experience may want to save against his father.
this for last. DMs favouring more of a sandbox • Sluwaine thinks Jereth will be a more
have wide latitude to move or alter Scene 1: successful businessman because he treats
Crossing The Line to ensure a coherent timeline people well. This makes him fully entitled to
of events. benefit from taking over! She respects Jereth
The Bonus Objectives can be completed in enough to support his wishes, but it’s awfully
any order. hard to resist nudging him to be more
assertive.
BONUS OBJECTIVE B
Characters must build (or manufacture) a case What Do They Know? Algreth relies on
against Algreth, and then use it to remove him bribes, threats and violence to enforce deals. He
from control of his merchant company physically attacked an up and coming halfling
merchant named Finnian a year ago. Since then,
1. CROSSING THE LINE Algreth has paid large bribes to have the Black
Fist expedite his cargo through the gates and
Jereth Kolwyn explains his plan to have his keep him out of jail for violent outbursts.
father removed from power. His goals are
somewhat altruistic, but insightful adventurers • Algreth bragged to Jereth about keeping a
can learn that Jereth stands to benefit from a ledger in his office in the Noble’s Quarter. He
change in leadership. could try to blackmail anyone who received
bribes.
CHARACTERS/NPCS • Algreth’s motto is “always write a contract,
Jereth offers to buy the adventurers dinner at then use it to your advantage!” He probably
one of Phlan’s better restaurants, the Poached wrote too many details of his deal with the
Toad. hag.
Objectives/Goals. Jereth never liked his
• Jereth personally delivered a bribe to Hakira,
father Algreth, as the merchant focused on the guard captain who initially hired the
growing his business by any means necessary
adventurers, on his father’s behalf. She
and ignored his youngest son. Algreth’s other
seemed open to starting a friendly “business
children showed more interest in business and relationship” with any other merchant,
forging an independent name, taking some of
dropping Algreth’s protection.
their father’s gold to start a trading company in
Hillsfar.
When Algreth made a deal with a night hag,
he crossed the line from awful to evil. Now
Jereth feels a responsibility to deal with the
problems his father created.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 30

2. NOTES ON A CONSPIRACY
Jereth tells the party that his father is the type COLLATERAL DAMAGE
to write everything down, even records of Algreth’s desk has three neatly arranged books:
illegal activities. He asks the party to find
Algreth’s ledger and something describing a • A blue book “All The Pieces Matter” and an
deal with a hag in Algreth’s trapped office. icon of a griffon carrying a puzzle piece.
• A red book with the title “No, It’s The Other
AREA INFORMATION Way” and an icon of a sword. Anyone
Dimensions & Terrain. A small, 25 foot spending an action to investigate it can
square office off a back alley in the Noble’s reverse the arrow slot.
Quarter. A sign reading “Kolwyn’s Caravan” is • A green book – Algreth’s journal – titled “Spit
painted in gold letting on the door. See You Back Out” and an icon of a beetle.
Appendix 4 for a map of Kolwyn Caravan’s
Office and the surrounding area. Any character examining the books can make a
Lighting. An oil lamp on Algreth’s desk. DC 12 Intelligence (Arcana or History) check,
Arrow Slit. An arrow slit looks out from the recognizing the role of beetles in hag magic on a
left side of the room in to the alley. Anyone success. Grant advantage if characters found the
shooting from behind the slit has partial cover similar ward in Bonus Objective A. The beetle is
from return fire. A trap can reverse the one of Jodi’s wards. Adventurers recognizing
direction of this allow slit! the ward can scrape it off with no complications.
If a character opens the journal without
ALGRETH’S DETAIL scraping the beetle off, they feel a jolt of energy
Jereth gives the party his key to Algreth’s office. and must make a DC 13 Constitution saving
A young human female spy is on the roof of the throw. On a failure they suffer 7 (2d6) thunder
building across the street, keeping watch. Any damage and have disadvantage on initiative. On
character with a passive Perception of 14 or a success they take half damage and no
higher or passing a DC 14 Wisdom (Perception) additional effects. Then roll initiative!
check notices her.
The spy scrambles away to warn of intruders RIP AND RUN
unless the party passes a group DC 12 Charisma When characters pick up Jereth’s journal, or
(Deception) check to fit in. Grant advantage if two turns after triggering the wall safe trap,
characters know they are being watched. Jereth’s security detail arrives. Each group has
one spy and one thug, working together. Both
WALL SAFE groups arrive immediately if the lookout caught
Algreth’s ledger is in a three foot cubic safe the party’s entrance. Otherwise the second
along the wall, opposite the arrow slit. There is group arrives at the start of round 3.
a keyhole on the front panel and depictions of
various winged monstrosities along the sides:
griffons, harpies, manticores, and rocs. Anyone
Adjusting This Scene:
Here are some suggestions for adjusting this scene,
passing a DC 12 Intelligence (Investigation) according to your group.
check notices the griffon image closest to the
wall can be depressed. Jereth’s key fits perfectly. • Very Weak: Remove the shocking trap. The first
Anyone opening the safe without pressing the group is one spy. The second group is two bandits.
button triggers a trap. Characters hear a bolt • Weak: The second group arrives one round later than
shoot through the door, sealing it for a minute expected, even if the party was spotted.
or until someone succeeds a DC 15 Strength • Strong: Replace a thug with a bandit captain in the
(Athletics) check. The arrow slit reverses first group.
direction, letting security shoot intruders. • Very Strong: Replace both thugs with a bandit
captains. Add a spy to the first group.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 31

3. BLACK FIST BARTER WRAPPING UP BONUS


Hakira, the Black Fist captain who asked OBJECTIVE B
adventurers to deal with the kidnappings, has Algreth moved all his gold out of his office.
taken bribes from Algreth. She’s happy to take a Jereth hedges a bit about paying the party extra
better offer if the party can provide one. because he doesn’t know where the family gold
AREA INFORMATION is. However, Sluwaine is happy to give the party
Terrain. A guard station in one of Phlan’s a set of amethysts and silver rings she just won
bigger markets. in a card game.
Depending on whether the adventurers
CHARACTERS/NPCS talked Hakira into working with Jereth, Bonus
Hakira is reading a book, “Unleashing the Objective B can have two different outcomes.
Majestic Beast Within.”
Objectives/Goals. The guard captain wants to • Alliance with Hakira. The Black Fist captain
arrests Algreth for his crimes. Following
know if Jereth and Sluwaine have been rescued
Phlan’s older traditions, he is quickly
successfully. She doesn’t really want to know
imprisoned. Jereth takes over Kolwyn
how the rescue was done or discuss her old
Caravans. Characters earn the Benevolent
arrangements with Algreth. As an officer,
Takeover story award for their shrewd
Hakira expects to ask the questions and
dealings.
interrogate people.
Talking to Hakira about Algreth requires tact. • No Alliance. Jereth and the adventurers still
A successful DC 12 Wisdom (Insight) or have enough incriminating evidence that they
Intelligence (History) check suggests the first can bully Algreth in to fleeing Phlan. Feel free
impression and tone matter more than the gold to roleplay this scene if you have time.
offered. Anyone with a Criminal, Soldier or Characters do not get the Story Award.
related background can roll at advantage. If you have not completed Part 2, go there now.
Hakira has already decided that Algreth was Or go to Bonus Objective A if it has not been
more trouble than he is worth. If characters say completed.
Algreth is a problem, Hakira asks if anyone is
willing to provide a solution. A successful DC 11 TREASURE & REWARDS
Wisdom (Insight) check confirms she wants a Gems and/or rings Sluwaine offers as payment.
bribe, which Jereth can provide. Give inspiration to the first player who asks if
What Does Hakira Know? Algreth paid 10 gp “each” member of the party gets equal payment
per month for Hakira to expedite his caravan’s (they do).
new iron shipments through the gate. Greasing
the wheels of commerce is typical in Phlan.
However, Algreth has to pay more than most
because he lacks charm and attacked Finnian
the merchant last year.

REFUSING THE DEAL


If characters emphasise nobility or honour too
much, or try to intimidate Hakira, she threatens
to have them all arrested. Only a successful DC
12 Charisma (Persuasion) check can walk back
this faux pas and give characters a second
chance to offer a bribe.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 32

APPENDIX 3. GLUM JODI SMOKESHIFTER’S COTTAGE

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 33

APPENDIX 4. KOLWYN CARAVAN’S OFFICE

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 34

APPENDIX 5. RIDING HORSES (PLAYER HANDOUT 1)





Riding Horse MOUNTED COMBAT QUICK SHEET
Large beast, unaligned • Unintelligent mounts like horses act on the
rider’s initiative.
Armor Class 10
Hit Points 13 (2d10 + 2)
• While ridden, mounts can only take the Dash,
Speed 60 ft. Disengage, and Dodge actions.
• Mounting and dismounting costs half your
STR DEX CON INT WIS CHA movement.
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) • If an effect moves your mount against its will
while you're on it, you must succeed on a DC
Senses darkvision 60 ft., passive Perception 10 10 Dexterity saving throw or fall off the
Languages -- mount, landing prone in a space within 5 feet
Challenge 1/4 (500 XP) of it. If you're knocked prone while mounted,
you must make the same saving throw.
Actions • If your mount is knocked prone, you can use
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., your reaction to dismount it as it falls and
one target. Hit: 8 (2d4+3) bludgeoning damage. land on your feet. Otherwise, you are
dismounted and fall prone in a space within 5
feet of it.





Riding Horse MOUNTED COMBAT QUICK SHEET
Large beast, unaligned • Unintelligent mounts like horses act on the
rider’s initiative.
Armor Class 10
• While ridden, mounts can only take the Dash,
Hit Points 13 (2d10 + 2)
Speed 60 ft.
Disengage, and Dodge actions.
• Mounting and dismounting costs half your
STR DEX CON INT WIS CHA movement.
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) • If an effect moves your mount against its will
while you're on it, you must succeed on a DC
Senses darkvision 60 ft., passive Perception 10 10 Dexterity saving throw or fall off the
Languages -- mount, landing prone in a space within 5 feet
Challenge 1/4 (500 XP) of it. If you're knocked prone while mounted,
you must make the same saving throw.
Actions • If your mount is knocked prone, you can use
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., your reaction to dismount it as it falls and
one target. Hit: 8 (2d4+3) bludgeoning damage. land on your feet. Otherwise, you are
dismounted and fall prone in a space within 5

feet of it.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 35

APPENDIX 6. MAGIC ITEMS


Characters completing this adventure’s BOOTS OF FALSE TRACKS
objective unlock these magic items.
(COMMON)
SADDLE OF THE CAVALIER Wondrous item, common
(TABLE B) Only humanoids can wear these boots. While
Wondrous item, uncommon wearing the boots, you can choose to have them
leave tracks like those of another kind of
While in this saddle on a mount, you can't be humanoid of your size. This item is found in the
dismounted against your will if you're Common Magic Item list in Xanathar’s Guide to
conscious, and attack rolls against the mount Everything.
have disadvantage. This item is found on Magic These fashionable black leather boots feature
Item Table B in the Dungeon Master’s Guide. intricate silver stitching, depicting a dragon in
When this smooth ankheg shell is placed on a flight. A subtle enchantment woven in to the
mount it grows sticky, holding both the saddle boots ensures they never get dirty.
and rider in place. The phrase “words are
bolder than actions” is engraved in Common to
help mark the front of the saddle.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 36

APPENDIX 7. STORY AWARDS


BENEVOLENT TAKEOVER
Characters may earn the following story awards
during the course of this adventure. Jereth’s successful leadership of Kolwyn’s
Caravan has earned you favour among the
ERAKA PEACEMAKER merchants of Phlan. They may offer further
opportunities in the future.
After negotiating a successful treaty, you are
respected by the Eraka as an agent for peace.
You may call upon them for assistance in the
future.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 37

APPENDIX 8. DUNGEON MASTER TIPS


To DM an adventure, you must have 3 to 7 Each player is responsible for maintaining an
players—each with their own character within accurate logsheet. If you have time, you can do a
the adventure’s level range (see Adventure quick scan of a player’s character sheet to
Primer). Characters playing in a hardcover ensure that nothing looks out of order. If you
adventure may continue to play to but if they see magic items of very high rarities or strange
play a different hardcover adventure, they can’t arrays of ability scores, you can ask players to
return to the first if outside its level range. provide documentation for the irregularities. If
they cannot, feel free to restrict item use or ask
New to D&D Adventurers them to use a standard ability score array.
Point players to the D&D Adventurers League
League? Players Guide for reference. If players wish to
http://dnd.wizards.com/playevents/organized-play spend downtime days and it’s the beginning of
an adventure or episode, they can declare their
PREPARING THE ADVENTURE activity and spend the days now, or they can do
so at the end of the adventure or episode.
Before you start play, consider the following: Players should select their characters’ spells
• Read through the adventure, taking notes of and other daily options prior to the start of the
anything you’d like to highlight or remind adventure, unless the adventure specifies
yourself of while running the adventure, such otherwise. Feel free to reread the adventure
as a way you’d like to portray an NPC or a description to help give players hints about
tactic you’d like to use in a combat. Familiar what they might face.
yourself with the adventure’s appendices and
handouts.
ADJUSTING THIS ADVENTURE
• Gather any resources you’d like to use to aid To determine whether you should consider
you in running this adventure--such as adjusting the adventure, add up the total levels
notecards, a DM screen, miniatures, and of all the characters and divide the result by the
battlemaps. number of characters (rounding .5 or greater
• Ask the players to provide you with relevant up; .4 or less down). This is the group’s average
character information, such as name, race, party level (APL). To approximate the party
class, and level; passive Perception score, and strength for the adventure, consult the table
anything the adventures specifies as notable below.
(such as backgrounds, traits, flaws, etc.)
Determining Party Strength
Players can play an adventure they previously Party Composition Party Strength
played as a Player or Dungeon Master but may 3-4 characters, APL less than Very weak
only play it once with a given character. Ensure 3-4 characters, APL equivalent Weak
each player has their character’s adventure 3-4 characters, APL greater than Average
logsheet (if not, get one from the organiser) 5 characters, APL less than Weak
with their starting values for level, magic items, 5 characters, APL equivalent Average
gold and downtime days. These are updated at 5 characters, APL greater than Strong
the conclusion of the session. The adventure 6-7 characters, APL less than Average
information and your information are added at 6-7 characters, APL equivalent Strong
the end of the adventure session—whether the 6-7 characters, APL greater than Very strong
completed the adventure or not.

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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 38

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